#version 330 core
layout (location = 0) in vec3 aPos;
//layout (location = 1) in vec3 aNormal;

//out vec3 Normal;
//out vec3 FragPos;
out vec4 vertexColor; // 为片段着色器指定一个颜色输出

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0f);
//    Normal = mat3(transpose(inverse(model))) * aNormal; // 预防scale对法线的干扰
//    FragPos = vec3(model * vec4(aPos, 1.0f));
    vertexColor = vec4(0.5, 0.0, 0.0, 1.0); // 把输出变量设置为暗红色
}
